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achtung2's Introduction

RimWorld Achtung! Mod

Command your colonists like a boss!

alt text

Achtung! Mod enhances how you control RimWorld and reduces the number of clicks by half. And almost no dependencies in your save files (read more about this below).

These enhancements can be divided into the following areas:


Automatic drafting/undrafting of colonists

Wouldn't it be nice to not micro-manage the drafting status of your colonists? With Achtung! you can.

With Achtung! the context menu contains all possible actions regardless of the current drafting status of the selected colonist. Once you select an action Achtung! automatically changes the drafting status if necessary to execute the action.


Control multiple colonists at once

Save time by issuing a command with more than one colonist selected. For example: select three brawlers and right click an enemy, then choose "melee". Done.

Achtung! combines all possible actions into one MultiAction(tm) context menu and shows you how many colonists can execute a certain action by appending a multiplier at the end of the menu item.


Position your colonists like in the military

This is where the name "Achtung!" comes from. It's the german word used to get the attention of soldiers and which is usually followed by a line-up in front of the commander.

Within RimWorld in combat, you want your colonists neatly positioned along a line or equally spaced in all your door openings. This is really easy with Achtung! Select multiple colonists, and with the right mouse button, drag along a line. Achtung! will move your colonists to equally spaced positions in real time. 10 colonists into 10 doors? No problem!


Important tasks

Some tasks are too important to be interrupted. Like cleaning that hospital room so nobody gets infected. That's why Achtung! has a few extra commands that will make sure that something is really done well. For now, this is "Clean Room", "Fight Fire", and "Sow Zone/Room". More are planned in the future.

When you choose "Clean Room", the colonist(s) will start cleaning the room until you stop them or the room is really clean. They will check the room while cleaning so that it doesn't matter if other colonists might introduce new filth while the cleaning is ongoing.

The command "Fight Fire" works outside the home area and is useful if you don't want to extend the home area just to get rid of a fire.

Choosing "Sow Zone/Room" will make sure that the zone selected or all growing inside a room will be sowed completely. Time consuming tasks like removing other large plants like trees or hauling away objects are not performed to avoid exhaustion.


Settings

Achtung uses the default way to access mod settings. There, you find switches to turn certain features on/off and you can change the default keys to your liking.


Known errors and bugs

Achtung! is developed with the user in mind. To stay compatible with other mods, Achtung! was developed to stay out of its way and does not overwrite any essential functions. Instead, it reuses existing functionality and probably works with 99% of other mods out of the box.

Here are the current problems and their workarounds for the current version:

  • Achtung! usually does not modify save state for saved games to avoid a dependency on it. However, a side effect of the provided custom jobs is that when save the game and your colonists are actively running an Achtung job this will be saved too thus creating a dependency to Achtung. Workaround: open the saved game with Achtung, cancel all Achtung jobs and save it again. This will "clean" the save and remove the dependency.

  • The jobs in Achtung have 1st priority (that's the whole point). They all force the colonist to work until done and if you don't keep an eye on them, they become unhappy or injured. Currently, there is a build-in prevention to avoid the worst but this option is not yet configurable and kicks only in as a last resort and cancels the job. But that's how we roll here at Achtung! Workaround: if you want the soft solution just schedule stuff and hope for the best ;-)


Requirements

Achtung! Mod works with RimWorld B18 and will get updated in-sync with RimWorld. I does not depend on any other mods and is known to work in any mod order you like.


Installation

The preferred way to install Achtung! is to use Steam Workshop to subscribe to Achtung! Mod updates here. Doing so will automatically update it anytime a new version comes out.

Alternatively, download the zip file from GitHub and install it by unzipping the "RimWorld-Achtung-Mod-master" directory into the Mods folder (you can rename it but it doesn't matter).


Feedback

Without feedback, this mod would have never come so far. So please, send me feedback and rate and recommend my mod whenever possible. The three main places to do so are


FAQ
Are there any videos showing Achtung! in action?

Yes, here's a youtube playlist: http://tinyurl.com/achtungmod

Does this alter my save files?

No, Achtung! changes only the interface and the user actions. Rimworld will warn you but you can simply ignore the warning. If you later decide to remove Achtung! your saved games will still work as before!

Is this mod compatible with other mods?

Most likely. I don't know of any mods altering the selection mechanism. The context menu is created in a general way so it will include actions from other mods without breaking.

Why is this called "Achtung!" ?

It's german for "Attention!" and used in the military as a command to line up soldiers.

I think this should work different/better. Are you open for changes or improvement requests?

Awesome! Please send see the Feedback section or send me email to [email protected]


License

Free. As in free beer. Copy, learn and be respectful.


Contact

Andreas Pardeike
Email: [email protected]
Steam: pardeike
Twitter: @pardeike

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achtung2's Issues

Achtung! mod incompatibility

On load I'm seeing this when I right-click a room that needs cleaning.

System.NullReferenceException: Object reference not set to an instance of an object
at AchtungMod.FloatMenuMakerMap_AddJobGiverWorkOrders_Patch.Postfix (Verse.Pawn pawn, AchtungMod.ForcedWork __state) [0x0000e] in <831e973d9245449bbdebd2f42c6b55fa>:0
at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.RimWorld.FloatMenuMakerMap.AddJobGiverWorkOrders_NewTmp_Patch3(UnityEngine.Vector3,Verse.Pawn,System.Collections.Generic.List1<Verse.FloatMenuOption>,bool) at RimWorld.FloatMenuMakerMap.AddUndraftedOrders (UnityEngine.Vector3 clickPos, Verse.Pawn pawn, System.Collections.Generic.List1[T] opts) [0x00084] in <069e57a12a3f41bd86017630cd035414>:0
at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.RimWorld.FloatMenuMakerMap.ChoicesAtFor_Patch5(UnityEngine.Vector3,Verse.Pawn)

I'm using ~200 mods. ModsConfig.xml,
Mod steamIDs and names (not ordered)

I saw "SeedsPlease :: Can't patch Achtung! No JobDriver_SowAll" in the logs, but removing SeedsPlease and the SeedsPlease Megapatch doesn't help.

T

D

-- submitted by

Achtung didn't work with Vanilla Expanded Framework


Exception in RimWorld.FloatMenuMakerMap.ChoicesAtFor: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.PawnCapacityUtility.CalculatePartEfficiency (Verse.HediffSet diffSet, Verse.BodyPartRecord part, System.Boolean ignoreAddedParts, System.Collections.Generic.List`1[T] impactors) [0x00006] in <81af9f8a18324e17b286924a43555a7c>:0
at Verse.VerbProperties.GetDamageFactorFor (Verse.Tool tool, Verse.Pawn attacker, Verse.HediffComp_VerbGiver hediffCompSource) [0x0002b] in <81af9f8a18324e17b286924a43555a7c>:0
at Verse.VerbProperties.GetDamageFactorFor (Verse.Verb ownerVerb, Verse.Pawn attacker) [0x00032] in <81af9f8a18324e17b286924a43555a7c>:0
at Verse.Verb.IsStillUsableBy (Verse.Pawn pawn) [0x0001a] in <81af9f8a18324e17b286924a43555a7c>:0
at RimWorld.Pawn_MeleeVerbs.<GetUpdatedAvailableVerbsList>g__IsUsableMeleeVerb|18_0 (Verse.Verb v) [0x00000] in <81af9f8a18324e17b286924a43555a7c>:0
at RimWorld.Pawn_MeleeVerbs.GetUpdatedAvailableVerbsList (System.Boolean terrainTools) [0x001a6] in <81af9f8a18324e17b286924a43555a7c>:0
at RimWorld.Pawn_MeleeVerbs.ChooseMeleeVerb (Verse.Thing target) [0x00018] in <81af9f8a18324e17b286924a43555a7c>:0
at RimWorld.Pawn_MeleeVerbs.TryGetMeleeVerb (Verse.Thing target) [0x00047] in <81af9f8a18324e17b286924a43555a7c>:0
at RimWorld.FloatMenuUtility.GetMeleeAttackAction (Verse.Pawn pawn, Verse.LocalTargetInfo target, System.String& failStr) [0x0010c] in <81af9f8a18324e17b286924a43555a7c>:0
at RimWorld.FloatMenuMakerMap.AddDraftedOrders (UnityEngine.Vector3 clickPos, Verse.Pawn pawn, System.Collections.Generic.List`1[T] opts, System.Boolean suppressAutoTakeableGoto) [0x001e0] in <81af9f8a18324e17b286924a43555a7c>:0
- transpiler OskarPotocki.VFECore: IEnumerable`1 AnimalBehaviours.FloatMenuMakerMap_Patch:Transpiler(IEnumerable`1 instructions, ILGenerator ilg)
- prefix OskarPotocki.VFECore: Boolean VFE.Mechanoids.HarmonyPatches.AddDraftedOrders_Patch:Prefix(Vector3 clickPos, Pawn pawn, List`1 opts)
at RimWorld.FloatMenuMakerMap.ChoicesAtFor (UnityEngine.Vector3 clickPos, Verse.Pawn pawn, System.Boolean suppressAutoTakeableGoto) [0x000c2] in <81af9f8a18324e17b286924a43555a7c>:0
- postfix OskarPotocki.VFECore: Void VFE.Mechanoids.HarmonyPatches.FloatMenuMakerMap_ChoicesAtFor_Patch:Postfix(List`1& __result, Vector3 clickPos, Pawn pawn, Boolean suppressAutoTakeableGoto)
- postfix net.pardeike.rimworld.mods.achtung: Void AchtungMod.FloatMenuMakerMap_ChoicesAtFor_Postfix:Postfix(List`1 __result, Vector3 clickPos, Pawn pawn)
- finalizer net.pardeike.rimworld.mods.achtung: Exception AchtungMod.FloatMenuMakerMap_ChoicesAtFor_Finalizer:Finalizer(Exception __exception, List`1& __result)

Files:

-- submitted by [email protected]

ISS

DES

-- submitted by

Can't Haul

If I try to force a pawn to haul I am getting an error message with no option to haul. The game was working normally but then I had a caravan group return and I started getting the problem when I tried to unload the stuff they brought back.

At the same time, nothing else in the base is getting hauled either, even when set to haul urgently. I have plenty of storage space so I don't know what the issue could be. I have well over 400 active mods so finding the reason could be tricky. I greatly appreciate any help you can offer.

I copied the error log so I'll paste it here.
___
Exception in RimWorld.FloatMenuMakerMap.ChoicesAtFor: System.NullReferenceException: Object reference not set to an instance of an object
at JobsOfOpportunity.Mod+Patch_PUAH+StoreUtility__TryFindBestBetterStoreCellFor_Patch.SpecialHaulAwareTryFindStore (System.Boolean& __result, Verse.Thing t, Verse.Pawn carrier, Verse.Map map, RimWorld.StoragePriority currentPriority, RimWorld.Faction faction, Verse.IntVec3& foundCell, System.Boolean needAccurateResult) [0x000cc] in <6aba4365dbe841d497f828c08f3af189>:0
at RimWorld.StoreUtility.TryFindBestBetterStoreCellFor (Verse.Thing t, Verse.Pawn carrier, Verse.Map map, RimWorld.StoragePriority currentPriority, RimWorld.Faction faction, Verse.IntVec3& foundCell, System.Boolean needAccurateResult) [0x00043] in <cdbd0ed5089a418da09b9a259f9dbd8f>:0
- transpiler LWM.DeepStorage: IEnumerable`1 LWM.DeepStorage.Patch_TryFindBestBetterStoreCellFor:Transpiler(IEnumerable`1 instructions, ILGenerator generator)
- prefix CodeOptimist.WhileYoureUp: Boolean JobsOfOpportunity.Mod+Patch_PUAH+StoreUtility__TryFindBestBetterStoreCellFor_Patch:SpecialHaulAwareTryFindStore(Boolean& __result, Thing t, Pawn carrier, Map map, StoragePriority currentPriority, Faction faction, IntVec3& foundCell, Boolean needAccurateResult)
at RimWorld.StoreUtility.TryFindBestBetterStorageFor (Verse.Thing t, Verse.Pawn carrier, Verse.Map map, RimWorld.StoragePriority currentPriority, RimWorld.Faction faction, Verse.IntVec3& foundCell, RimWorld.IHaulDestination& haulDestination, System.Boolean needAccurateResult) [0x00008] in <cdbd0ed5089a418da09b9a259f9dbd8f>:0
at Verse.AI.HaulAIUtility.HaulToStorageJob (Verse.Pawn p, Verse.Thing t) [0x00016] in <cdbd0ed5089a418da09b9a259f9dbd8f>:0
at RimWorld.WorkGiver_Haul.JobOnThing (Verse.Pawn pawn, Verse.Thing t, System.Boolean forced) [0x0000c] in <cdbd0ed5089a418da09b9a259f9dbd8f>:0
at RimWorld.WorkGiver_HaulGeneral.JobOnThing (Verse.Pawn pawn, Verse.Thing t, System.Boolean forced) [0x0000a] in <cdbd0ed5089a418da09b9a259f9dbd8f>:0
at RimWorld.WorkGiver_Scanner.HasJobOnThing (Verse.Pawn pawn, Verse.Thing t, System.Boolean forced) [0x0002e] in <cdbd0ed5089a418da09b9a259f9dbd8f>:0
- prefix CodeOptimist.WhileYoureUp: Void JobsOfOpportunity.Mod+WorkGiver_Scanner__HasJobOnThing_Patch:CheckForSpecialHaul(Boolean& __state, Pawn pawn)
- postfix CodeOptimist.WhileYoureUp: Void JobsOfOpportunity.Mod+WorkGiver_Scanner__HasJobOnThing_Patch:ClearTempSpecialHaul(Boolean __state, Pawn pawn)
- postfix MiscRobotsPlusPlus: Void MiscRobotsPlusPlus.Patches.PatchShit:Postfix(WorkGiver_Scanner __instance, Pawn pawn, Thing t)
at RimWorld.FloatMenuMakerMap.AddJobGiverWorkOrders (UnityEngine.Vector3 clickPos, Verse.Pawn pawn, System.Collections.Generic.List`1[T] opts, System.Boolean drafted) [0x00202] in <cdbd0ed5089a418da09b9a259f9dbd8f>:0
- transpiler CM_Prioritize_Research: IEnumerable`1 CM_Prioritize_Research.FloatMenuMakerMap_Patches+FloatMenuMakerMap_AddJobGiverWorkOrders:Transpiler(IEnumerable`1 instructions)
- transpiler net.pardeike.rimworld.mods.achtung: IEnumerable`1 AchtungMod.FloatMenuMakerMap_AddJobGiverWorkOrders_Patch:Transpiler(IEnumerable`1 instructions, MethodBase original)
- transpiler rimworld.jecrell.doorsexpanded: IEnumerable`1 DoorsExpanded.HarmonyPatches:DoorRemoteAddJobGiverWorkOrdersTranspiler(IEnumerable`1 instructions)
- prefix VanillaExpanded.VFEA: Void VFEAncients.PowerWorker_NoPrioritize:StoreOpts(List`1 opts, List`1& __state, Pawn pawn)
- prefix net.pardeike.rimworld.mods.achtung: Void AchtungMod.FloatMenuMakerMap_AddJobGiverWorkOrders_Patch:Prefix(Pawn pawn, ForcedWork& __state)
- postfix VanillaExpanded.VFEA: Void VFEAncients.PowerWorker_NoPrioritize:DisableOpts(List`1 opts, List`1 __state, Pawn pawn)
- postfix net.pardeike.rimworld.mods.achtung: Void AchtungMod.FloatMenuMakerMap_AddJobGiverWorkOrders_Patch:Postfix(Pawn pawn, ForcedWork __state)
at RimWorld.FloatMenuMakerMap.AddUndraftedOrders (UnityEngine.Vector3 clickPos, Verse.Pawn pawn, System.Collections.Generic.List`1[T] opts) [0x000fa] in <cdbd0ed5089a418da09b9a259f9dbd8f>:0
- prefix DraftableAnimals.Mod: Boolean DraftableAnimals.FloatMenuMakerMap_ChoicesAtFor_Patch+AddUndraftedOrders_Patch:Prefix(Vector3 clickPos, Pawn pawn, List`1 opts)
- prefix OskarPotocki.VFECore: Boolean AnimalBehaviours.VanillaExpandedFramework_FloatMenuMakerMap_AddUndraftedOrders_Patch:AvoidGeneralErrorIfPawnIsAnimal(Pawn pawn)
- postfix Children: Void Children.ChildrenHarmony+FloatMenuMakerMap_Patch:AddUndraftedOrders_Post(Vector3 clickPos, Pawn pawn, List`1 opts)
at RimWorld.FloatMenuMakerMap.ChoicesAtFor (UnityEngine.Vector3 clickPos, Verse.Pawn pawn, System.Boolean suppressAutoTakeableGoto) [0x000ee] in <cdbd0ed5089a418da09b9a259f9dbd8f>:0
- postfix net.pardeike.rimworld.mods.achtung: Void AchtungMod.FloatMenuMakerMap_ChoicesAtFor_Postfix:Postfix(List`1 __result, Vector3 clickPos, Pawn pawn)
- postfix DraftableAnimals.Mod: Void DraftableAnimals.FloatMenuMakerMap_ChoicesAtFor_Patch:Postfix(List`1& __result, Vector3 clickPos, Pawn pawn, Boolean suppressAutoTakeableGoto)
- postfix roolo.giddyuprideandroll: Void GiddyUpRideAndRoll.Harmony.FloatMenuMakerMap_ChoicesAtFor:Postfix(Vector3 clickPos, Pawn pawn, List`1& __result)
- finalizer net.pardeike.rimworld.mods.achtung: Exception AchtungMod.FloatMenuMakerMap_ChoicesAtFor_Finalizer:Finalizer(Exception __exception, List`1& __result)

-- submitted by [email protected]

TheTitle

TheDescription

Uploads: 16BJY8ddZxdtiCtmuYX6cGsoZm6TRI00j,1WsSZvvpGvmyAM-gonHeKopkGaI42HQ0M

-- submitted by [email protected]

Freeze because of "started 10 jobs in one tick. newJob=HaulToContainer"

I've encountered a bug with Achtung where a pawn tries to haul resources to an unfinished building and for some reason stacks the hauling attempts until the game freezes (or produces a stackoverflow errror with another player).

Hugs Lib log (This is from before the game freezes, obviously I can't upload the log after that)
Savegame that freezes after a few seconds when you undraft the pawns: Community's Cave Test.zip

Edit: fixed the link for the log file

[Suggestion] Drag Arc or Semi-Circle

Hi! Loving the mod! It's awesome!

One new feature suggestion: Even better than dragging colonists into a line, would be dragging colonists into an arc or semi-circle.

Semi-circle around a target area is a very common layout, I think, but very click-intensive to do by hand.

Request: Option for a 'performance mode' with only formations

Currently this seems to be the only Rimworld mod that has a simple way to drag drafted pawns into formations. Unfortunately some of the other functions related to tasking and forced work are a constant drain on TPS even outisde of combat and thus not always desired.

Could we get an option to disable all the extra functionality, leaving just the drafted positioning/formations?

A problem about Achtung! mod.

There is a problem that I never see before. In Rimworld (1.3), when I select an item to transport into my store, instead to transported, it shows a message that said,

"Achtung found that some mod(s) caused the following error: InvalidCastException. Possible mods in order of likeliness: While you're up / PUAH+, Vanilla Expanded Framework, Zombieland, Do Your F*** Research, Children, School, and Learning. Select to copy annotated stactrace to clipboard".

It the First time that this error appears so I don't know if its about a recent update or something went wrong to other mods. Anyway I hope you can find the error and fix it. Good Luck and have a nice day.

Files:

-- submitted by [email protected]

I got this error and it told me to submit it so here it is IDK if its helfpull at all.

Exception in RimWorld.FloatMenuMakerMap.ChoicesAtFor: System.NullReferenceException: Object reference not set to an instance of an object
at AlphaMemes.RitualObligationTarget_DreadnoughtCorpseStillValid.CanUseTarget (Verse.TargetInfo target, RimWorld.RitualObligation obligation) [0x0004b] in :0
at AlphaMemes.RitualObligationTargetWorker_FuneralThingExtended.CanUseTargetInternal (Verse.TargetInfo target, RimWorld.RitualObligation obligation) [0x000fa] in :0
at RimWorld.RitualObligationTargetFilter.CanUseTarget (Verse.TargetInfo target, RimWorld.RitualObligation obligation) [0x0001f] in <81af9f8a18324e17b286924a43555a7c>:0
at RimWorld.Precept_Ritual.CanUseTarget (Verse.TargetInfo target, RimWorld.RitualObligation obligation) [0x00000] in <81af9f8a18324e17b286924a43555a7c>:0
at Verse.Thing+d__147.MoveNext () [0x0020e] in <81af9f8a18324e17b286924a43555a7c>:0
at Verse.ThingWithComps+d__40.MoveNext () [0x00078] in <81af9f8a18324e17b286924a43555a7c>:0
at RimWorld.FloatMenuMakerMap.AddHumanlikeOrders (UnityEngine.Vector3 clickPos, Verse.Pawn pawn, System.Collections.Generic.List1[T] opts) [0x04679] in <81af9f8a18324e17b286924a43555a7c>:0 - transpiler CombatExtended.HarmonyCE: IEnumerable1 CombatExtended.HarmonyCE.FloatMenuMakerMap_Modify_AddHumanlikeOrders:Transpiler(IEnumerable1 instructions) - transpiler PerformanceOptimizer.Main: IEnumerable1 PerformanceOptimizer.Optimization_FasterGetCompReplacement:Transpiler(IEnumerable1 instructions, MethodBase method) - prefix rimworld.rwmods.androidtiers: Boolean MOARANDROIDS.FloatMenuMakerMap_Patch+AddHumanlikeOrders_Patch:ListenerPrefix(Vector3 clickPos, Pawn pawn, List1 opts)
- prefix com.BioReactor.rimworld.mod: Boolean BioReactor.BioReactorPatches:Prefix_AddHumanlikeOrders(Vector3 clickPos, Pawn pawn, List1 opts) - prefix me.lubar.VanillaExpandedPatches: Void BenLubarsVanillaExpandedPatches.FloatMenuMakerMap_AddHumanlikeOrders_Patch:Prefix(Pawn pawn) - postfix OskarPotocki.VFECore: Void VFECore.Patch_FloatMenuMakerMap+AddHumanlikeOrders_Fix:Postfix(Vector3 clickPos, Pawn pawn, List1& opts)
- postfix CombatExtended.HarmonyCE: Void CombatExtended.HarmonyCE.FloatMenuMakerMap_Modify_AddHumanlikeOrders:AddMenuItems(Vector3 clickPos, Pawn pawn, List1 opts) - postfix VanillaExpanded.VFEA: Void VFEAncients.HarmonyPatches.BuildingPatches:AddCarryJobs(List1 opts, Vector3 clickPos, Pawn pawn)
- postfix com.MedPod.patches: Void MedPod.Patches.Harmony_FloatMenuMakerMap_OverrideRescueWithMedPodVersion:Postfix(Vector3 clickPos, Pawn pawn, List1& opts) - postfix PeteTimesSix.SimpleSidearms: Void PeteTimesSix.SimpleSidearms.Intercepts.FloatMenuMakerMap_AddHumanLikeOrders_Postfix:AddHumanlikeOrders(Vector3 clickPos, Pawn pawn, List1 opts)
- postfix legodude17.reloading: Void Reloading.ReloadingFloatMenuAdder:AddWeaponReloadOrders(List1 opts, Vector3 clickPos, Pawn pawn) - postfix legodude17.mvcf: Void MVCF.Harmony.Brawlers:AddHumanlikeOrders_Postfix(List1 opts, Vector3 clickPos, Pawn pawn)
- postfix OskarPotocki.HeavyWeapons: Void HeavyWeapons.Patch_FloatMenuMakerMap+AddHumanlikeOrders_Fix:Postfix(Vector3 clickPos, Pawn pawn, List1& opts) - postfix com.alphamemes: Void AlphaMemes.AlphaMemes_FloatMenuMakerMap_AddHumanlikeOrders_Patch:AddDragRelicToAltar(Vector3 clickPos, Pawn pawn, List1& opts)
- postfix jecstools.jecrell.humanlikeorders: Void JecsTools._HumanlikeOrdersUtility:AddHumanlikeOrders_PostFix(Vector3 clickPos, Pawn pawn, List1 opts) - postfix rimworld.rwmods.androidtiers: Void MOARANDROIDS.FloatMenuMakerMap_Patch+AddHumanlikeOrders_Patch:ListenerPostfix(Vector3 clickPos, Pawn pawn, List1 opts)
- postfix rimworld.kayesh.corpsechildren: Void CorpseChildren.HarmonyPatches:AddHumanlikeOrders_CorpseChildren_Postfix(Vector3 clickPos, Pawn pawn, List1 opts) - postfix InfiniteReinforce: Void InfiniteReinforce.Rimworld_Patch_AddHumanlikeOrders:Postfix(Vector3 clickPos, Pawn pawn, List1 opts)
- postfix com.o21toolbox.rimworld.mod: Void O21Toolbox.HarmonyPatches.Harmony_Apparel+AddHumanlikeOrdersPostfix:Postfix(List1& opts, Pawn pawn, Vector3 clickPos) - postfix o21toolbox.neronix17.humanlikeorders: Void O21Toolbox.Utility.HumanlikeOrdersUtility+_HumanlikeOrdersUtility:AddHumanlikeOrders_PostFix(Vector3 clickPos, Pawn pawn, List1 opts)
- postfix rimworld.rimquest: Void RimQuest.HarmonyPatches:AddHumanlikeOrders(Vector3 clickPos, Pawn pawn, List1 opts) - postfix Altered.Carbon: Void AlteredCarbon.FloatMenuMakerMap_Patch+AddHumanlikeOrders_Patch:Postfix(Vector3 clickPos, Pawn pawn, List1& opts)
- postfix eagle0600.dressPatients: Void DressPatient.Order_DressPatientOrCorpse:DressPatientFloatMenuOption(Vector3 clickPos, Pawn pawn, List1 opts) - postfix me.lubar.VanillaExpandedPatches: Void BenLubarsVanillaExpandedPatches.FloatMenuMakerMap_AddHumanlikeOrders_Patch:Postfix() - postfix Roolo.DualWield: Void DualWield.Harmony.FloatMenuMakerMap_AddHumanlikeOrders:Postfix(Vector3 clickPos, Pawn pawn, List1& opts)
- postfix com.calltradeships.rimworld.mod: Void CallTradeShips.Patch_FloatMenuMakerMap_AddHumanlikeOrders:Postfix(Vector3 clickPos, Pawn pawn, List1 opts) at RimWorld.FloatMenuMakerMap.ChoicesAtFor (UnityEngine.Vector3 clickPos, Verse.Pawn pawn, System.Boolean suppressAutoTakeableGoto) [0x00109] in <81af9f8a18324e17b286924a43555a7c>:0 - prefix com.spdskatr.projectrimfactory: Boolean ProjectRimFactory.Common.HarmonyPatches.Patch_FloatMenuMakerMap_ChoicesAtFor:Prefix(Vector3 clickPos, Pawn pawn, List1& __result)
- postfix OskarPotocki.VFECore: Void VFE.Mechanoids.HarmonyPatches.FloatMenuMakerMap_ChoicesAtFor_Patch:Postfix(List1& __result, Vector3 clickPos, Pawn pawn, Boolean suppressAutoTakeableGoto) - postfix net.pardeike.rimworld.mods.achtung: Void AchtungMod.FloatMenuMakerMap_ChoicesAtFor_Postfix:Postfix(List1 __result, Vector3 clickPos, Pawn pawn)
- postfix roolo.whatthehack: Void WhatTheHack.Harmony.FloatMenuMakerMap_ChoicesAtFor:Postfix(Vector3 clickPos, Pawn pawn, List1& __result) - postfix roolo.giddyuprideandroll: Void GiddyUpRideAndRoll.Harmony.FloatMenuMakerMap_ChoicesAtFor:Postfix(Vector3 clickPos, Pawn pawn, List1& __result)
- finalizer net.pardeike.rimworld.mods.achtung: Exception AchtungMod.FloatMenuMakerMap_ChoicesAtFor_Finalizer:Finalizer(Exception __exception, List`1& __result)

Shooting pawns causes error and stutter

Hi, everytime one of my guys shoots, the game has a stutter/slow down to like 5 fps and this appears in the log:
And I see some mention of acthung in there, so I assume its related to it. The issue goes away when I disable the mod.
I suspect it might have to do with *Combat Realism/Extendeds new projectile system

Exception in UIRootUpdate: System.InvalidCastException: Cannot cast from source type to destination type. at (wrapper managed-to-native) object.__icall_wrapper_mono_object_castclass (object,intptr) <0x00004> at System.Linq.Enumerable/<CreateCastIterator>c__Iterator01<Verse.Projectile>.MoveNext () <0x000c7>
at System.Collections.Generic.HashSet1<Verse.Projectile>.UnionWith (System.Collections.Generic.IEnumerable1<Verse.Projectile>) <0x0009b>
at AchtungMod.Controller/<>c__DisplayClass29_0.b__2 (Verse.Pawn) <0x0007d>
at AchtungMod.Tools.Do<Verse.Pawn> (System.Collections.Generic.IEnumerable1<Verse.Pawn>,System.Action1<Verse.Pawn>) <0x00072>
at AchtungMod.Tools.DoIf<Verse.Pawn> (System.Collections.Generic.IEnumerable1<Verse.Pawn>,System.Func2<Verse.Pawn, bool>,System.Action`1<Verse.Pawn>) <0x0004d>
at AchtungMod.Controller.UpdateProjectiles () <0x0014c>
at AchtungMod.Controller.HandleDrawing () <0x002e1>
at AchtungMod.SelectionDrawer_DrawSelectionOverlays_Patch.Prefix () <0x00015>
at (wrapper dynamic-method) RimWorld.SelectionDrawer.DrawSelectionOverlays_Patch1 () <0x00029>
at RimWorld.MapInterface.MapInterfaceUpdate () <0x0003f>
at RimWorld.UIRoot_Play.UIRootUpdate () <0x00041>

Verse.Log:Error(String)
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:Update()
Verse.Root_Play:Update()`

crashes rimworld

achtung crashes my game when i use it on a stack thats too big, like for hauling or cleaning... this mod is definitely the trigger for every crash, but is too useful to remove, so im wondering if theres anything else i could get rid off to offset the intensity

-- submitted by [email protected]

Compare everything mod compatibility with Achtung?

Exception in RimWorld.FloatMenuMakerMap.ChoicesAtFor: System.NullReferenceException: Object reference not set to an instance of an object
at ItemComparison.Things.CompItemComparison.GetThingForCompare (Verse.Pawn selPawn, System.Collections.Generic.List`1[Verse.Thing]& things) [0x0004b] in <a17826bb2a30414599cfc08f2900b771>:0
at ItemComparison.Things.CompItemComparison+<CompFloatMenuOptions>d__2.MoveNext () [0x0003f] in <a17826bb2a30414599cfc08f2900b771>:0
at Verse.ThingWithComps+<GetFloatMenuOptions>d__40.MoveNext () [0x00102] in <cdbd0ed5089a418da09b9a259f9dbd8f>:0
at RimWorld.FloatMenuMakerMap.AddHumanlikeOrders (UnityEngine.Vector3 clickPos, Verse.Pawn pawn, System.Collections.Generic.List`1[T] opts) [0x045f7] in <cdbd0ed5089a418da09b9a259f9dbd8f>:0
- transpiler CM_Grab_Your_Tool: IEnumerable`1 CM_Grab_Your_Tool.FloatMenuMakerMapPatches+FloatMenuMakerMap_AddHumanlikeOrders:Transpiler(IEnumerable`1 instructions)
- transpiler PerformanceOptimizer.Main: IEnumerable`1 PerformanceOptimizer.Optimization_FasterGetCompReplacement:Transpiler(IEnumerable`1 instructions, MethodBase method)
- postfix VanillaExpanded.VFEA: Void VFEAncients.HarmonyPatches.BuildingPatches:AddCarryJobs(List`1 opts, Vector3 clickPos, Pawn pawn)
- postfix legodude17.mvcf: Void MVCF.Harmony.Brawlers:AddHumanlikeOrders_Postfix(List`1 opts, Vector3 clickPos, Pawn pawn)
- postfix OskarPotocki.HeavyWeapons: Void HeavyWeapons.Patch_FloatMenuMakerMap+AddHumanlikeOrders_Fix:Postfix(Vector3 clickPos, Pawn pawn, List`1& opts)
- postfix OskarPotocki.VFECore: Void VFECore.Patch_FloatMenuMakerMap+AddHumanlikeOrders_Fix:Postfix(Vector3 clickPos, Pawn pawn, List`1& opts)
- postfix com.alphamemes: Void AlphaMemes.AlphaMemes_FloatMenuMakerMap_AddHumanlikeOrders_Patch:AddDragRelicToAltar(Vector3 clickPos, Pawn pawn, List`1& opts)
- postfix NotoShabby.rimworld.mod.RPGInventoryRemake: Void AwesomeInventory.Common.HarmonyPatches.AddHumanlikeOrders_AwesomeInventory_Patch:Postfix(Vector3 clickPos, Pawn pawn, List`1 opts)
- postfix NotoShabby.rimworld.mod.RPGInventoryRemake: Void AwesomeInventory.HarmonyPatches.AddPickupOption:Postfix(Vector3 clickPos, Pawn pawn, List`1 opts)
- postfix rimworld.rimquest: Void RimQuest.HarmonyPatches:AddHumanlikeOrders(Vector3 clickPos, Pawn pawn, List`1 opts)
- postfix com.TradingControl.patches: Void TradingControl.Harmonize.HarmonyPatches:Dismisstraders(Vector3& clickPos, Pawn& pawn, List`1& opts)
- postfix Altered.Carbon: Void AlteredCarbon.FloatMenuMakerMap_Patch+AddHumanlikeOrders_Patch:Postfix(Vector3 clickPos, Pawn pawn, List`1& opts)
- postfix eagle0600.dressPatients: Void DressPatient.Order_DressPatientOrCorpse:DressPatientFloatMenuOption(Vector3 clickPos, Pawn pawn, List`1 opts)
- postfix kentington.saveourship2: Void SaveOurShip2.EggFix:FillThatNest(Vector3 clickPos, Pawn pawn, List`1& opts)
- postfix babies.and.children.continued.13: Void BabiesAndChildren.Harmony.FloatMenuMaker_Patch:MapFloatMenuOption(Vector3 clickPos, Pawn pawn, List`1 opts)
- postfix Linkolas.Stabilize: Void Stabilize.Patches+FloatMenuMakerCarryAdder:AddHumanlikeOrdersPostfix(Vector3 clickPos, Pawn pawn, List`1 opts)
- postfix Roolo.DualWield: Void DualWield.Harmony.FloatMenuMakerMap_AddHumanlikeOrders:Postfix(Vector3 clickPos, Pawn pawn, List`1& opts)
at RimWorld.FloatMenuMakerMap.ChoicesAtFor (UnityEngine.Vector3 clickPos, Verse.Pawn pawn, System.Boolean suppressAutoTakeableGoto) [0x000db] in <cdbd0ed5089a418da09b9a259f9dbd8f>:0
- postfix net.pardeike.rimworld.mods.achtung: Void AchtungMod.FloatMenuMakerMap_ChoicesAtFor_Postfix:Postfix(List`1 __result, Vector3 clickPos, Pawn pawn)
- postfix roolo.whatthehack: Void WhatTheHack.Harmony.FloatMenuMakerMap_ChoicesAtFor:Postfix(Vector3 clickPos, Pawn pawn, List`1& __result)
- postfix roolo.giddyuprideandroll: Void GiddyUpRideAndRoll.Harmony.FloatMenuMakerMap_ChoicesAtFor:Postfix(Vector3 clickPos, Pawn pawn, List`1& __result)
- finalizer net.pardeike.rimworld.mods.achtung: Exception AchtungMod.FloatMenuMakerMap_ChoicesAtFor_Finalizer:Finalizer(Exception __exception, List`1& __result)

-- submitted by [email protected]

[Suggestion] "Fire At" option that moves colonist in range/LoS of target to shoot at

I just feel like this QoL improvement would be great. I don't wish to micromanage everything my colonists do; I have to draft them and then move them in range manually and THEN click "Fire At xx" which I feel like could be improved by this suggestion (unless this does not play into your vision of the mod, then I'll just deal with it). If this is the wrong place for a suggestion, let me know where I should put it and I will gladly do so.

Thanks.

Some texts are not translatable

Specifically:

Messages.Message(forcePawn.Name.ToStringShort + " could not find more forced work. The remaining work is most likely reserved or not accessible.", MessageTypeDefOf.RejectInput);

Find.LetterStack.ReceiveLetter("No forced work", pawn.Name.ToStringShort + " could not find more forced work. The remaining work is most likely reserved or not accessible.", LetterDefOf.NeutralEvent, pawn);

Messages.Message("Forced work of " + pawn.Name.ToStringShort + " was interrupted.", MessageTypeDefOf.RejectInput);

Game hitching

when sow this zone/room & force sowing are set game starts to hitch (1080ti, 4670k @ 4.4ghz) if that's relevant.

AchtungMod.ForbidUtility_InAllowedArea_Patch.Postfix

The above operation/function experiences terrible performance with the following:
48 colonists
Multiple Zones (Home,HomeWide,HomeWider,Pens,Prison,Guests
I have Home limited to area immediately around my base walls. HomeWide is a bit wider and HomeWider is whole map. Pens = Animal pens, Prison = Prison cells, Guests = Guest Room+Kitchen+Workshop/Stockpile zone.
Profiling via Dubs Performance Analyzer consistently shows this function taking many milliseconds per call

**-- created by Brrainz Rimworld Mod Submit Form

Some mods caused a MissingMethodException. This shows up when I right click a injured colonialist, trying to give a medicines treatment. I Can only order to give treatment without medicine

Exception in RimWorld.FloatMenuMakerMap.ChoicesAtFor: System.MissingMethodException: bool RimWorld.PawnUtility.CanCasuallyInteractNow(Verse.Pawn,bool,bool)
at RimWorld.FloatMenuMakerMap.AddJobGiverWorkOrders (UnityEngine.Vector3 clickPos, Verse.Pawn pawn, System.Collections.Generic.List1[T] opts, System.Boolean drafted) [0x001e4] in <7aa4c659ec6748c0a59a122ff5db3745>:0 - transpiler net.pardeike.rimworld.mods.achtung: IEnumerable1 AchtungMod.FloatMenuMakerMap_AddJobGiverWorkOrders_Patch:Transpiler(IEnumerable1 instructions, MethodBase original) - prefix net.pardeike.rimworld.mods.achtung: Void AchtungMod.FloatMenuMakerMap_AddJobGiverWorkOrders_Patch:Prefix(Pawn pawn, ForcedWork& __state) - postfix net.pardeike.rimworld.mods.achtung: Void AchtungMod.FloatMenuMakerMap_AddJobGiverWorkOrders_Patch:Postfix(Pawn pawn, ForcedWork __state) at RimWorld.FloatMenuMakerMap.AddUndraftedOrders (UnityEngine.Vector3 clickPos, Verse.Pawn pawn, System.Collections.Generic.List1[T] opts) [0x00085] in <7aa4c659ec6748c0a59a122ff5db3745>:0
at RimWorld.FloatMenuMakerMap.ChoicesAtFor (UnityEngine.Vector3 clickPos, Verse.Pawn pawn, System.Boolean suppressAutoTakeableGoto) [0x000ee] in <7aa4c659ec6748c0a59a122ff5db3745>:0
- postfix net.pardeike.rimworld.mods.achtung: Void AchtungMod.FloatMenuMakerMap_ChoicesAtFor_Postfix:Postfix(List1 __result, Vector3 clickPos, Pawn pawn) - finalizer net.pardeike.rimworld.mods.achtung: Exception AchtungMod.FloatMenuMakerMap_ChoicesAtFor_Finalizer:Finalizer(Exception __exception, List1& __result)

Error

Exception in RimWorld.FloatMenuMakerMap.ChoicesAtFor: System.ArgumentNullException: Value cannot be null.
Parameter name: type
at System.Activator.CreateInstance (System.Type type, System.Boolean nonPublic) [0x00003] in <eae584ce26bc40229c1b1aa476bfa589>:0
at System.Activator.CreateInstance (System.Type type) [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0
at RimWorld.WorkGiverDef.get_Worker () [0x00008] in <cdbd0ed5089a418da09b9a259f9dbd8f>:0
at RimWorld.FloatMenuMakerMap.AddJobGiverWorkOrders (UnityEngine.Vector3 clickPos, Verse.Pawn pawn, System.Collections.Generic.List`1[T] opts, System.Boolean drafted) [0x000fe] in <cdbd0ed5089a418da09b9a259f9dbd8f>:0
- transpiler net.pardeike.rimworld.mods.achtung: IEnumerable`1 AchtungMod.FloatMenuMakerMap_AddJobGiverWorkOrders_Patch:Transpiler(IEnumerable`1 instructions, MethodBase original)
- prefix net.pardeike.rimworld.mods.achtung: Void AchtungMod.FloatMenuMakerMap_AddJobGiverWorkOrders_Patch:Prefix(Pawn pawn, ForcedWork& __state)
- postfix net.pardeike.rimworld.mods.achtung: Void AchtungMod.FloatMenuMakerMap_AddJobGiverWorkOrders_Patch:Postfix(Pawn pawn, ForcedWork __state)
at RimWorld.FloatMenuMakerMap.AddUndraftedOrders (UnityEngine.Vector3 clickPos, Verse.Pawn pawn, System.Collections.Generic.List`1[T] opts) [0x000d9] in <cdbd0ed5089a418da09b9a259f9dbd8f>:0
- prefix OskarPotocki.VFECore: Boolean AnimalBehaviours.VanillaExpandedFramework_FloatMenuMakerMap_AddUndraftedOrders_Patch:AvoidGeneralErrorIfPawnIsAnimal(Pawn pawn)
at RimWorld.FloatMenuMakerMap.ChoicesAtFor (UnityEngine.Vector3 clickPos, Verse.Pawn pawn, System.Boolean suppressAutoTakeableGoto) [0x0011c] in <cdbd0ed5089a418da09b9a259f9dbd8f>:0
- prefix com.spdskatr.projectrimfactory: Boolean ProjectRimFactory.Common.HarmonyPatches.Patch_FloatMenuMakerMap_ChoicesAtFor:Prefix(Vector3 clickPos, Pawn pawn, List`1& __result)
- postfix net.pardeike.rimworld.mods.achtung: Void AchtungMod.FloatMenuMakerMap_ChoicesAtFor_Postfix:Postfix(List`1 __result, Vector3 clickPos, Pawn pawn)
- finalizer net.pardeike.rimworld.mods.achtung: Exception AchtungMod.FloatMenuMakerMap_ChoicesAtFor_Finalizer:Finalizer(Exception __exception, List`1& __result)

Files:

-- submitted by [email protected]

MentalBreaker_MentalBreakerTick_Patch Possible Optimization

I've noticed that the current patch even with the IsHashIntervalTick is running many times in each tick without the benefits of IsHashIntervalTick thus i did some changes (most of them due to my play style and needs).

Please consider parts of this for a optimization update:

  • I used Map.MapPreTick instead of MentalBreaker...
    [HarmonyPatch(typeof(Map))]
    [HarmonyPatch(nameof(Map.MapPreTick))]
    static class MentalBreaker_MentalBreakerTick_Patch
    {
        public static bool Prefix(Map __instance)
        {
            if (!Gen.IsHashIntervalTick(Find.FactionManager.OfPlayer, 240))
                return true;
            foreach (Pawn p in BreakRiskAlertUtility.PawnsAtRiskExtreme)
            {

                //BreakRiskAlertUtility.
                if (p.IsColonist == false)
                    continue;

                var forcedWork = Find.World.GetComponent<ForcedWork>();
                if (forcedWork.HasForcedJob(p))
                {
                    p.Map.pawnDestinationReservationManager.ReleaseAllClaimedBy(p);
                    forcedWork.Remove(p);
                    p.jobs?.EndCurrentJob(JobCondition.InterruptForced, true);
                }
            }
            return true;
        }
    }

Thank you for your great work!!

Achtung Vs Z-levels

I'm getting an error every time I try and get my colonist to do anything directly, pick up weapons, prioritize anything, tame ect.
The ones its claiming to have trouble with haven't given me an issue before except for the recently installed Z-levels for 1.3 (https://github.com/RamRod6198/Z-Levels)
My only guess of why it's having this issue is because Achtung can't account for the ladders and being able to be a level above the main map, and thus is freaking out. Again, this is a guess. For all I know one of these other mods updated and it's creating an issue now. But it claimed to be Z-levels to be the most likely culprit so I titled this report appropriately.

Here's the error if it's any help.
Exception in RimWorld.FloatMenuMakerMap.ChoicesAtFor: System.NullReferenceException: Object reference not set to an instance of an object
at AchtungMod.FloatMenuMakerMap_AddJobGiverWorkOrders_Patch.Postfix (Verse.Pawn pawn, AchtungMod.ForcedWork __state) [0x0000e] in <5115af586046446eb35f0ed877695204>:0
at RimWorld.FloatMenuMakerMap.AddJobGiverWorkOrders (UnityEngine.Vector3 clickPos, Verse.Pawn pawn, System.Collections.Generic.List`1[T] opts, System.Boolean drafted) [0x00ee2] in <81af9f8a18324e17b286924a43555a7c>:0
- transpiler net.pardeike.rimworld.mods.achtung: IEnumerable`1 AchtungMod.FloatMenuMakerMap_AddJobGiverWorkOrders_Patch:Transpiler(IEnumerable`1 instructions, MethodBase original)
- prefix ZLevels.Mod: Boolean ZLevels.FloatMenuPatches+FloatMenuMakerMap_AddJobGiverWorkOrders_Patch:Prefix(Vector3 clickPos, Pawn pawn, List`1& opts, Boolean drafted, FloatMenuOption[]& ___equivalenceGroupTempStorage)
- prefix net.pardeike.rimworld.mods.achtung: Void AchtungMod.FloatMenuMakerMap_AddJobGiverWorkOrders_Patch:Prefix(Pawn pawn, ForcedWork& __state)
- prefix roolo.whatthehack: Boolean WhatTheHack.Harmony.FloatMenuMakerMap_AddJobGiverWorkOrders:Prefix(Pawn pawn)
- postfix net.pardeike.rimworld.mods.achtung: Void AchtungMod.FloatMenuMakerMap_AddJobGiverWorkOrders_Patch:Postfix(Pawn pawn, ForcedWork __state)
at RimWorld.FloatMenuMakerMap.AddUndraftedOrders (UnityEngine.Vector3 clickPos, Verse.Pawn pawn, System.Collections.Generic.List`1[T] opts) [0x000d9] in <81af9f8a18324e17b286924a43555a7c>:0
- prefix OskarPotocki.VFECore: Boolean AnimalBehaviours.VanillaExpandedFramework_FloatMenuMakerMap_AddUndraftedOrders_Patch:AvoidGeneralErrorIfPawnIsAnimal(Pawn pawn)
- postfix Children: Void Children.ChildrenHarmony+FloatMenuMakerMap_Patch:AddUndraftedOrders_Post(Vector3 clickPos, Pawn pawn, List`1 opts)
at RimWorld.FloatMenuMakerMap.ChoicesAtFor (UnityEngine.Vector3 clickPos, Verse.Pawn pawn, System.Boolean suppressAutoTakeableGoto) [0x000ee] in <81af9f8a18324e17b286924a43555a7c>:0
- postfix OskarPotocki.VFECore: Void VFE.Mechanoids.HarmonyPatches.FloatMenuMakerMap_ChoicesAtFor_Patch:Postfix(List`1& __result, Vector3 clickPos, Pawn pawn, Boolean suppressAutoTakeableGoto)
- postfix net.pardeike.rimworld.mods.achtung: Void AchtungMod.FloatMenuMakerMap_ChoicesAtFor_Postfix:Postfix(List`1 __result, Vector3 clickPos, Pawn pawn)
- postfix Shakesthespeare.RimsecSecurity: Void RimsecSecurity.FloatMenuMakerMap_ChoicesAtFor:Postfix(List`1& __result, Vector3 clickPos, Pawn pawn)
- postfix roolo.whatthehack: Void WhatTheHack.Harmony.FloatMenuMakerMap_ChoicesAtFor:Postfix(Vector3 clickPos, Pawn pawn, List`1& __result)
- finalizer net.pardeike.rimworld.mods.achtung: Exception AchtungMod.FloatMenuMakerMap_ChoicesAtFor_Finalizer:Finalizer(Exception __exception, List`1& __result)

-- submitted by [email protected]

3.4.2

Why is the game asking for 3.4.2 when its still in development?

my colonist standing

my colonist keep standing around since the new update i dont have many mods about 200 i tested it without your mod and efrything worked fine dont know if something broke or conflict

**-- created by Brrainz Rimworld Mod Submit Form

Drafted Colonists Cannot Be Ordered to Move into Room?

Just got the mod. Trying it for first time.

I select a bunch of colonists and draft them. I want to move them places. Normal stuff.

Outdoors, it seems to work fine. Right-click to cluster-move. Right-click-and-drag to order them into a line. Cool stuff. Very neat. I like the feature.

But I cannot seem to order them into a room. When I right click, I only get popup float menu with option "Clean room x#". I cannot figure out how to get them to just walk into the room.

If it's relevant, I use numeric priorities, and all my pawns have a number assigned to Cleaning (a low number).

Clean room not working

I have dug out some parts of the mountain to build a base there.
To clean the new room, I selected the colonists and used "Clean this room". They went inside that room, but then got stuck with "Standing". The same happens with a single colonist.

When I choose a smaller room, it works fine.

OT: Cool ideas so far 👍

Apparent mod incompatibility between Achtung and BuildProductive

Rimworld version 0.14.1249
Achtung by @pardeike
Version used: 8a237f9

Direct download: https://github.com/pardeike/RimWorld-Achtung-Mod/archive/8a237f92b2c3c0b9ab675a678d5f6f9dd9b592a8.zip

BuildProductive by @micktu
Version used: https://github.com/micktu/RimWorld-BuildProductive/tree/0.30

Direct download: https://github.com/micktu/RimWorld-BuildProductive/releases/download/0.30/BuildProductive-0.30.zip

Replication steps: Attempt to start a new colony with both mods enabled (mod order and/or presence of CCL or other mods has no discernible effect).

Error log:

Initializing new game with mods Core, AchtungMod, and BuildProductive-0.30
...
Exception from asynchronous event: System.StackOverflowException: The requested operation caused a stack overflow.

These next 2 lines repeat 599 times in the error log.

  at AchtungMod.MapIniterUtility_Patch.MapIniterUtility_FinalizeMapInit () [0x00000] in <filename unknown>:0 
  at BuildProductive.InitScript.MapIniterUtility_FinalizeMapInit () [0x00000] in <filename unknown>:0 

Ref: micktu/RimWorld-BuildProductive#1

Can't Interact with area due to... Planting?

I was wondering why my colonist can't do anything in an enclosed room, so I checked the dev mode log in-game & this popped up?

Log:
Root level exception in OnGUI(): System.MissingMethodException: bool Verse.ThingDef.BlocksPlanting(bool)
  at System.Collections.Generic.List`1[T].FindIndex (System.Int32 startIndex, System.Int32 count, System.Predicate`1[T] match) [0x0003b] in <567df3e0919241ba98db88bec4c6696f>:0 
  at System.Collections.Generic.List`1[T].FindIndex (System.Predicate`1[T] match) [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0 
  at Verse.GenCollection.Any[T] (System.Collections.Generic.List`1[T] list, System.Predicate`1[T] predicate) [0x00000] in <65f126dfb1e4464fa378d4b237f11a99>:0 
  at AchtungMod.JobDriver_SowAll.CanSowHere (Verse.IntVec3 cell, Verse.ThingDef def, System.Boolean fastMode) [0x000be] in <f27ef82f55cb472fa49da6b95f2bf533>:0 
  at AchtungMod.JobDriver_SowAll+<>c__DisplayClass6_2.<AllWorkAt>b__5 (Verse.IntVec3 c) [0x00000] in <f27ef82f55cb472fa49da6b95f2bf533>:0 
  at System.Linq.Enumerable+WhereEnumerableIterator`1[TSource].MoveNext () [0x00037] in <351e49e2a5bf4fd6beabb458ce2255f3>:0 
  at System.Linq.Enumerable+SelectManySingleSelectorIterator`2[TSource,TResult].MoveNext () [0x0006f] in <351e49e2a5bf4fd6beabb458ce2255f3>:0 
  at System.Collections.Generic.HashSet`1[T].UnionWith (System.Collections.Generic.IEnumerable`1[T] other) [0x00026] in <351e49e2a5bf4fd6beabb458ce2255f3>:0 
  at System.Collections.Generic.HashSet`1[T]..ctor (System.Collections.Generic.IEnumerable`1[T] collection, System.Collections.Generic.IEqualityComparer`1[T] comparer) [0x0004b] in <351e49e2a5bf4fd6beabb458ce2255f3>:0 
  at System.Collections.Generic.HashSet`1[T]..ctor (System.Collections.Generic.IEnumerable`1[T] collection) [0x00007] in <351e49e2a5bf4fd6beabb458ce2255f3>:0 
  at AchtungMod.JobDriver_SowAll.AllWorkAt (Verse.LocalTargetInfo target, Verse.Pawn thePawn, System.Boolean fastMode) [0x000d0] in <f27ef82f55cb472fa49da6b95f2bf533>:0 
  at AchtungMod.JobDriver_SowAll.CanStart (Verse.Pawn thePawn, Verse.LocalTargetInfo clickCell) [0x00025] in <f27ef82f55cb472fa49da6b95f2bf533>:0 
  at AchtungMod.Controller.AddDoThoroughly (System.Collections.Generic.List`1[T] options, UnityEngine.Vector3 clickPos, Verse.Pawn pawn, System.Type driverType) [0x00036] in <f27ef82f55cb472fa49da6b95f2bf533>:0 
  at AchtungMod.Controller.AchtungChoicesAtFor (UnityEngine.Vector3 clickPos, Verse.Pawn pawn) [0x00029] in <f27ef82f55cb472fa49da6b95f2bf533>:0 
  at AchtungMod.FloatMenuMakerMap_ChoicesAtFor_Patch.Postfix (System.Collections.Generic.List`1[T] __result, UnityEngine.Vector3 clickPos, Verse.Pawn pawn) [0x0001d] in <f27ef82f55cb472fa49da6b95f2bf533>:0 
  at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.DMD<DMD<ChoicesAtFor_Patch1>?48656640::ChoicesAtFor_Patch1>(UnityEngine.Vector3,Verse.Pawn)
  at AchtungMod.MultiActions.AddColonist (AchtungMod.Colonist colonist) [0x0001f] in <f27ef82f55cb472fa49da6b95f2bf533>:0 
  at AchtungMod.MultiActions.<.ctor>b__3_0 (AchtungMod.Colonist colonist) [0x00000] in <f27ef82f55cb472fa49da6b95f2bf533>:0 
  at AchtungMod.Tools.Do[T] (System.Collections.Generic.IEnumerable`1[T] sequence, System.Action`1[T] action) [0x00014] in <f27ef82f55cb472fa49da6b95f2bf533>:0 
  at AchtungMod.MultiActions..ctor (System.Collections.Generic.IEnumerable`1[T] colonists, UnityEngine.Vector3 clickPos) [0x00018] in <f27ef82f55cb472fa49da6b95f2bf533>:0 
  at AchtungMod.Controller.MouseDown (UnityEngine.Vector3 pos) [0x00076] in <f27ef82f55cb472fa49da6b95f2bf533>:0 
  at AchtungMod.Controller.HandleEvents () [0x0002f] in <f27ef82f55cb472fa49da6b95f2bf533>:0 
  at AchtungMod.Selector_HandleMapClicks_Patch.Prefix () [0x00005] in <f27ef82f55cb472fa49da6b95f2bf533>:0 
  at (wrapper dynamic-method) RimWorld.Selector.DMD<DMD<HandleMapClicks_Patch1>?692472064::HandleMapClicks_Patch1>(RimWorld.Selector)
  at RimWorld.Selector.SelectorOnGUI () [0x00000] in <65f126dfb1e4464fa378d4b237f11a99>:0 
  at RimWorld.MapInterface.HandleLowPriorityInput () [0x0000f] in <65f126dfb1e4464fa378d4b237f11a99>:0 
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x000d3] in <65f126dfb1e4464fa378d4b237f11a99>:0 
  at Verse.Root.OnGUI () [0x0003d] in <65f126dfb1e4464fa378d4b237f11a99>:0 
Verse.Log:Error(String, Boolean)
Verse.Root:OnGUI()

I have Tilled Soil, VGP & VFF complete series mods that could maybe be interfering.

The fix is to remove the plant container (such as a masterwork plant pot =/). This is hard for Tilled soils however since I can't tell which of the soil is the one that's bugged.

Edit: Only in enclosed rooms (roofed or not), removing door also fixes it, readding a different pot in a different position/spot in the room still bugs.

Pawn standing still

after new Achtung! update, I notice pawn are standing still while having a job queued up. and they just keep standing like that. same thing happen with new save, even with only Achtung.

**-- created by Brrainz Rimworld Mod Submit Form

CTD

In my current game there was a certain moment when the game would suddenly CTD without errors or anything else in the log. I loaded the savegame right before this moment again and again and for once it finally didn't crash but gave me the errors instead:

Exception ticking Dean (at (150, 0, 113)): System.StackOverflowException: The requested operation caused a stack overflow.
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (object,Verse.AI.JobCondition,bool) <0x0034b>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch3 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00ddd>
at AchtungMod.ForcedWork.QueueJob (Verse.Pawn,Verse.AI.Job) <0x0007f>
at AchtungMod.ForcedJob.ContinueJob (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.Pawn,Verse.AI.JobCondition) <0x0020b>

Verse.Log:Error(String, Boolean)
Verse.TickList:Tick_Patch2(Object)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Called CanReach() while working. This should never happen. Suppressing further errors.
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
Verse.Reachability:CanReach_Patch1(Object, IntVec3, LocalTargetInfo, PathEndMode, TraverseParms)
Verse.ReachabilityUtility:CanReach_Patch1(Pawn, LocalTargetInfo, PathEndMode, Danger, Boolean, TraverseMode)
MizuMod.JobDriver_DrinkWater:<MakeNewToils>b__6_0()
Verse.AI.<FailOn>c__AnonStorey1`1:<>m__0()
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:DriverTick_Patch1(Object)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch2(Object)
Verse.TickList:Tick_Patch2(Object)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

What happened here?

some kind of error

the game refuses to open pawn controls when you select one with the mod in. tried it both at the top and bottom of the load order.
please advise?
hugs log: https://git.io/JTC0e

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